Medieval II - Just got it and it's ace!

i just got this game :) quality game.. im downloading the 1.2 patch, and im just wondering, when I start the campaign, should I set the campaing + battle difficulties to hard each or just campaign difficulty? And what does the mods bring into the game that so amazing because the vanilla campaign seems quality already :D
 
archer units make a big difference in the overall game. If you want to learn properly start by playing on hard/hard and rack the difficulty up quickly.



Do they? I've found them the most useless units ingame, they usually all do very little damage or get killed and they aim like drunk people. Crossbows I found very effective but archers: Nope.
Any hints for using them?
 
I was surprised how well this game ran on my system (see sig).
Fantastic game overall. Playing as England on Hard , Hard right from the
start as I like a challenge. I'm a big R.TW fan and played that to death.
Will be getting Kingdoms as soon as I complete a few campaigns.
 
Sorry to boost a really old thread. Seems like the best one to use.

Stainless Steel 6.3 released! - http://www.twcenter.net/forums/showthread.php?t=377824

. General

*- Auto borderless mode - ALT+TAB in and out of the game without any loadings.
*- New epic loading screens.
*- New music by Kevin MacLeod, Jon Sayles & Bill Hudak, vanilla MTW2 music was also brought back. (now we have 141 music files + vanilla music, compared to 89 in 6.1 and no vanilla music, thats a hell lot!)
*- New main menu background & splash screen by Y2day.
*- Faction selection crash fixed.
*- All factions accessible in custom battle and hotseat.
*- External campaign chooser - for easy hotseat and CTD reduction.
*- External launcher application - taking care of things the user would normally do.
*- CBUR with most of its features implemented.
*- Riczu trade carts removed.
*- Parts of Awellesley's 1100AD mod integrated.
*- SSTC by Chimaeira implemented.
*- Real Horses by Argent Usher implemented.
*- CBUR and Unit Card improvement projects by Agis Tournas implemented.
*- Animations updates.
*- Y2day's new faction shields & banners.
*- New Quotes.
*- Proper character ageing.
*- Byzantine and Kievan Rus unit cards by akvilonn.
*- Tax auto-manage should now work properly.
*- Added Patriarchs for Orthodox factions.
*- All factions now have their one-liner pre-battle speeches active (more speeches for existing factions, and no mute norway,kwarezm,etc. generals)
*- Unbelievable amount of fixes, small and big ones, too mny to mention...

2. The Campaign Map

*- Resources are now better balanced, a couple of new resources were also added.
*- AI friendly map, no longer should the AI get stuck with its armies.
*- Work of an art coastlines, instead of the square 'vanilla' ones.
*- All resources were moved away from roads, to ensure merchants peaceful life.
*- Tight mountain passages were widened enough so agents can freely pass, while armies would still be blocked.
*- Missing ports added.
*- Inaccessible terrain in which rebels spawned fixed.
*- Rebel ship spawn in small lakes removed.
*- Agart's great city & castle models.

3. The Campaigns

*- Rebalanced victory conditions.
*- Rebalanced building bonuses.
*- Guild's HQ's always offer some kind of a faction wide bonus.
*- Rebalanced and new missions.
*- New building - placeable in locations with long rivers.
*- Removed Ireland.
*- Added a new region below Kiev (Ireland is now 2 regions).
*- AI factions tend to stick to their Royal Blood for many generations.
*- Alberi di Famiglia Regal implemented.
*- New Faction Economy scripts.
*- Knight's Templar & Kingdom of Jerusalem is now Crusader States (with mixed units).
*- Mongols are finally made pagan.
*- 1TPY Early Era campaign.
*- Slave faction now a lot more active - including the ability to use merchants, spies and assassins.
*- New troubadours event.

4. The Battle Map & Unit Balance

*- Davide.cool grass mod implemented.
*- Water looks now a whole lot better!
*- Smoother steppes modification by wolfslayer implemented.
*- New war horn sounds by wolfslayer implemented (hand picked by me).
*- Ambinent sound files for Muslim temples by wolfslayer implemented.
*- Magus Crismon Tide implemented (the no-dirt version).
*- Award winning BAI by Germanicu5.
*- Swagger's Skymod included.
*- Knights Templar units from Lord_Calidor's KT mod implemented.
*- BTFB units by Caesar Clivus implemented.
*- For God and St George mods by AWellesley
*- Lord Condormanius's Mailed Knights
*- Polish Units by MADTAO included.
*- Rusichi mod units implemented.
*- Real Recruitment's AOR system included.
*- RR's system nearly fully integrated. (please refer to RR/RC OCT 30 post for more detailed changes)

5. Traits & Ancillaries

*- Rebalanced merchant traits for 1TPY
*- As merchants get older, they lose movement points.
*- Generals are now a lot easier to educate in settlements with schools etc.
*- Faction Leaders can now acquire a set of traits affecting all settlements and generals.

And these ones are just the ones i remember/important ones.
MANY MANY MANY other changes made, which i cannot remember because of 2 years of mod development.
 
Sounds awesome, I've only ever played the Vanilla version - always thought Mods might ruin the game...

If you try this out please post what you think. Sounds very interesting...
 
Random question ahoy here. In the original Medieval Total War, when you got a catapult unit on the battle map and zoomed on it, then men would say something which sounded to me like "radar intensity", what were they actually saying, as I doubt they had functioning missile guidance systems back in the middle ages.
 
Back
Top Bottom